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RPG Laboratory

Opening Cans of Whupass (Combat)

Combat is merely an expansion or the general mechanics. With the following rules character's will be able to beat things into bloody pulps or riddle people with bullet holes (it's up to you really!)

Turns and Rounds.

Each combat is split into Rounds and then again into Turns. Simply speaking a Round is a period of time in which everyone has a chance to act and a Turn is an individuals time to do this. In a turn a character may take as many actions as they please, but the more they do, the worse they get. Every action after the first recieves a -2 modifier which is cumalitive with the next (so action three is -4, action four is -6 etc.)

Initiative: These rolls are made at the beginning of combat. Roll as a normal skill using the Combat Aptitude. Any skills that may be appropriate may able to aid the roll(Tactics, Quick Reactions, Alertness etc) as per usual rules. Highest initiative rollers go first, the rest follow in order from there.

Turn actions: Actions in a turn can range from attacking, skill attempt, equipment swapping, moving, focusing or waiting. Below are the descriptions and rules for each of those actions, in reverse order.

Waiting: Taking this action moves you out of the usual Turn Order. A character who is waiting may interject their turn at anytime, except when another person is actively making an action. Once the waiting character has taken their action, the round returns to normal.

Focusing: Spending your whole turn doing nothing is called Focusing. Focusin has two benifits. Firstly, it allows you to reroll your initiative and take the highest of you scores. Secondly it gives a +2 bonus to the first roll you make next turn.

Moving: Your character may move a number of feet equal to 10 - your agiity attribut X2 in a turn (free.) If a character wants to move further they may make a sporting roll (with Run/Sprint/Charge as appropriate skills.) If the roll succeeds, the character may move double the previous amount.

Equipment swapping: Equipment swapping requires no roll of its own and automatically succeeds, but it is counted as a roll for the purposes of the penalties for multiple actions.

Skill Attempt: A skill attempt is one roll of a skill. The GM may require multiple rolls to succeed in one actual completion (e.g a character trying to hot wire a car might require 2 successful rolls to do this.)

Attacking: To attack make the roll using your appropriate combat skill. The roll is oppossed by the defender making a defensive roll, they can use any type of skill they can in defence, inventive defensives could give bonuses to the defender.

If the attacker gets equal or higher than the roll, they hit with whatever weapon they are using (or their fists.)
The defender then takes wounds depending on the weapon and their armour (see health and wounds below.)

A character may make up to three melee attacks in a round. The amount of ranged attacks they can make is equal to their weapons Rate Of Fire (ROF)

Health and Damage.

Character's have six health levels. As a character loses health, these levels are ticked off. Beside each health level there is a penalty, character's at this health level suffer this penalty onto their rolls. A character brought down to Biomass with a blunt weapon is only unconscious but will die with another hit. A character who is brought down to Biomass via sharpy pointy weapons are dead.

Bruised
Scratched -1
Battered -2
Bloody -4
Broken -8
Biomass (Dead or unconcious.)

Weapons deal damage depending on their size (read as caliber for ranged weapons.) Use the following guidlines to decide how much damage a weapon should use.

Fist: 1
Small weapon: 1
Moderate weapon: 2
Biggish weapon: 3
Serious Medieval: 4
Nuke: 100

Armour.
Wearing armour can help reduce damage. When wearing armour roll a number of D8 equal to the damage you are about to sustain and comapare each result to your armour score. For every result your armour score (AS)is over the roll, you reduce the damage you take by one.

Light Armour: Padded vest, heavy coat - AS 3
Moderate Armour: Bullet proof vest - AS 4
Good Armour: Riot gear - AS 5
Excellent Armour: Full Plate Mail -AS 6
Supreme Armour: Titanium Exoskeleton - AS 7
Total Armour: Tank - AS 8